<struct name="USC Uniform" size="8">
<field name="Tag" size="8" start="0:0" type="USC Control" default="Uniform"/>
<field name="Start (halfs)" size="8" start="0:8" type="uint"/>
- <!-- Exact split is unknown. -->
<field name="Size (halfs)" size="6" start="0:20" type="uint" modifier="groups(1)"/>
- <field name="Buffer" size="36" start="0:27" type="address" modifier="shr(3)"/>
+ <field name="Buffer" size="38" start="0:26" type="address" modifier="shr(2)"/>
</struct>
<struct name="USC Uniform High" size="8">
<field name="Tag" size="8" start="0:0" type="USC Control" default="Uniform High"/>
<field name="Start (halfs)" size="8" start="0:8" type="uint"/>
- <!-- Exact split is unknown. -->
<field name="Size (halfs)" size="6" start="0:20" type="uint" modifier="groups(1)"/>
- <field name="Buffer" size="36" start="0:27" type="address" modifier="shr(3)"/>
+ <field name="Buffer" size="38" start="0:26" type="address" modifier="shr(2)"/>
</struct>
<struct name="USC Texture" size="8">
assert((shader->push_range_count < ARRAY_SIZE(shader->push)) &&
"AGX_MAX_PUSH_RANGES must be an upper bound");
- /* Offsets must be aligned to 8 bytes, this may require pushing a
+ /* Offsets must be aligned to 4 bytes, this may require pushing a
* little more than intended (otherwise we would need extra copies)
*/
- range_start = ROUND_DOWN_TO(range_start, 8 / 2);
+ range_start = ROUND_DOWN_TO(range_start, 4 / 2);
shader->push[shader->push_range_count++] = (struct agx_push_range){
.uniform = uniform,